#ifndef ASSETS_H
#define ASSETS_H

#include "cSprite.h"
#include "cAnimate.h"
#include "cSound.h"
#include "cMusic.h"

class Assets {
	public:
		//Initialize the information of the class to NULL
		Assets();

		//Deallocate the information of the class whenever the 
		//event is killed
		~Assets();

		//Performs the operation of loading the assets
		//into the game and provides the process of
		//initializing each assets with the information
		//specified.
		void loadAssets();

	public:
		//Represents the Art Assets
		//Creates a sprite for the player
		cSprite* m_pEzreal_Idle;

		//Creates a sprite for the tiles
		cSprite* m_pGrass;
		cSprite* m_pConcrete;
		cSprite* m_pWater;
		cSprite* m_pDirt;
		cSprite* m_pMud;
		cSprite* m_pWall;
		cSprite* m_pDoor;

		//Creates the object sprites for the game
		cSprite* m_pCrypt;
		cSprite* m_pFluxGenerator;
		cSprite* m_pFountain;
		cSprite* m_pTombstone;
		cSprite* m_pRock;

		//Creates a template enemy
		cSprite* m_pEnemy;
		cSprite* m_pBossEnemy;

		//Creates a sprite for the enemy
		cSprite* m_pSkeleton;
		cSprite* m_pGlob;
		cSprite* m_pBat;
		cSprite* m_pWisp;

		//Creates the sprites for the boss enemies
		cSprite* m_pSkeletonLord;
		cSprite* m_pKingGlob;
		cSprite* m_pGiantWisp;
		cSprite* m_pGarnok;

		//Represents the Audio Assets
		cSound* m_pBoltFired;
		cSound* m_pBoltHit;
		cSound* m_pItemPickedUp;
		cSound* m_pFireBurning;
		cSound* m_pGhoulGnarl;
		cSound* m_pWispHiss;
		cSound* m_pGlobWobble;
		cSound* m_pSkeletonGnarl;

		//Music Audio Assets
		cMusic* m_pMenuMusic;
		cMusic* m_pGameMusic;
};

#endif